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  • Kelly Pedersen
    replied to Ask a question, get an answer
    No problem! It is quite potent. I think the real limiting factor is the "must move two range bands towards the target consecutively" bit. Most characters can't do that in less than two turns, and you have to be pretty deep into Solar Ride (or Athletics if you're the centaur) to do it in one turn....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    I can't find a dev quote right now, but if a charm is supposed to be helping you, and tells you to reroll successes, it always means "roll more dice and add what you get to your existing successes". As an example of this principle, see this dev post talking about Flawless Handiwork Method, which also tells you to "reroll 10s", but the dev interprets as "roll an extra non-charm die for every 10 that appeared in your roll"....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    I would use at least a modified version of the project rules, because I think they have a very important element that could get lost in other systems. Namely, they keep the PCs having adventures, which a lot of "bureaucracy systems" tend to fall down on. Just like a major bureaucracy project, being able to make some rolls during downtime and accomplish a major transformation of society tends to trivialize that accomplishment. So I'd definitely want to preserve the project system's whole thing about having to do other stuff and rely on other Abilities to keep things going forward....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    +1 for withering attacks against non-mounted human-scale enemies, or +2 against battlegroups who don't have Reaching-tagged weapons.



    You can only make them with a fixed lance after moving 2 consecutive range bands towards the target, and they add to the raw damage of either withering or decisive attacks....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    True, but this would be closing off the telepathic link completely, and it could be done whenever the target wanted, potentially interrupting the communicator before they even had a chance to roll and activate effects that made it more expensive to resist. And, of course, it would be a complete cut-off of all sorts of influence, not just the specific one the communicator tried, too....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    "Highly communicative body language" is, I would argue, capable of something pretty close to projective telepathy, at least in a Lunar's hands (paws?). If you have access to the Lunars preview manuscript from the Kickstarter, Glance-Oration Technique, in Appearance, gives the ability to convey a single sentence, though it has to be about a simple topic, nothing abstract or technical. I'd allow a charm that chained off that to permit more complicated concepts. I'd probably peg such a charm at Essence 2, Appearance 3, let it be scene-long, and allow it to convey information about complex...
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  • Kelly Pedersen
    replied to What Breaks If......
    I don't think anything breaks, per se. The Solars will definitely look less hyper-competent right out of the gate, but the antagonists in the core book will largely still be defeatable by a prepared group, I think. A hypothetical Third Circle demon or equivalently powerful being might be out of reach of Essence 1 or 2 Solars, though. That might be the most significant "breakage", actually - it probably will no longer be plausible that the Exalted were able to defeat the primordials right out of the gate, and instead would have had to cultivate their Essence for a while before becoming...
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  • Kelly Pedersen
    replied to Blasphemy in Creation
    So, I just started reading a blog by a classical and medieval historian that has some useful insights on this. He recently posted a collection of essays on how polytheism worked (that is, how the people who practiced it viewed it and what they did about it). I highly recommend all four parts of the collection (Part 1, Part 2, Part 3, and Part 4) for questions about how religion in Creation would tend to work, but for this question, I think the third and fourth parts are particularly relevant. The essential points discussed in those two parts is that a) the gods were viewed as members of the community,...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Another way it gets used is to represent moves that are inherently supposed to be risky or leave yourself a bit open, I think. Note that, mundanely, the chopping, piercing, and smashing tags all require spending a point of initiative, which is, I think, supposed to represent this sort of "put yourself at risk to accomplish something extra" mechanic. Related to this, most charms that cost initiative are also Perilous-keyworded, meaning that you can't use them when you're completely on the ropes or back-footed in combat (i.e., in Initiative Crash). There are a few charms that have initiative...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Oh yes. For extra fun, it occasionally likes to put rules relating to a topic in multiple different places, with differences between them. For example, the rules for training animals are found in a) the Survival familiar-training charm, where it involves an extended roll, with penalties based on how wild/tame the animal is; and b) the rules for animals in the Antagonists chapter, where it's still an extended roll, but now the difficulty of the roll is set by the tameness/wildness of the animal. The corebook isn't the worst-organized RPG rulebook I've ever read, but it's by no means the best, either....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Note that that's specifically a sorcerous relic of "comparable sorcerous power" to a Talisman of Ten Thousand Eyes, which is basically an artifact capable of giving you a whole sorcerous initiation in itself. An item that just gave you a single shaping ritual would be less powerful than that....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    If that was all it did, I'd put that at 3 dots. I'd allow some evocations centering around the shaping ritual too. For four dots, I'd allow an unusually powerful shaping ritual as the base effect, and the evocations could boost sorcery in general, not just the ritual....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    I aim for about 3-4 sessions per story, personally. Mind you, my campaign is run (more or less) monthly. If you're running more frequently, you might be able to fit more sessions per story. On the other hand, I've been thinking that 3-4 sessions is probably too long per story based on monthly sessions. With that much time between sessions, I think people are more likely to forget they've already used an ability in this story, or (even worse by my standards) get so used to it not being unavailable that they get out of the habit of even considering it even once the story has reset....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Well, the first thing I'd point out is that this idea of charms is only really perfectly true for Solar Exalts, whose charms are most essentially "human skill, dialed up to cinematically impossible levels". Other Exalted, even those who have Ability-based Charms, diverge at least somewhat from this. The Dragon-Blooded charms are "elemental manipulation, as channeled through various Abilities". I think that this difference in focus means that Dragon-Bloods have a somewhat narrower range of possible things they can do with their Charms than Solars do. There's many ways to accomplish,...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Personally, I'd lean towards making any control spell bonus for the summoning spells be more flavor-based than strictly mechanical, since they really are quite potent. One thought I have had is to allow the sorcerer to use their Occult, rather than Lore, to declare facts about demons/elementals. That means that summoners can use their practical knowledge of the beings they summon, rather than obscure academic information, to define various traits and facts about their targets....
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  • Kelly Pedersen
    replied to Your Headcanon
    Well, perhaps I overemphasized with the last line there. I definitely agree that sorcerers get up to plenty of shady stuff even without demon summoning to have a bad reputation. Perhaps a better way to put the idea would be to say that the control spell effects of someone with Demon of the First Circle are the icing on the cake when it comes to that impression....
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  • Kelly Pedersen
    replied to Your Headcanon
    While the various summoning spells (Demon of the First/Second/Third Circle, Summon Elemental, etc.) don't have mechanical benefits for being chosen as a control spell, they are nonetheless capable of being such (basically, a control spell is the spell that you learn first when learning sorcery, and it ends up flavoring your essence permanently). In fact, Demon of the First Circle and Summon Elemental are roughly tied as the most common control spell among NPC sorcerers. Each has distinctive effects as control spells: Summon Elemental tends to cause all elemental effects to gain just a little bit...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Nope. The devs have said that since the various summoning spells (Demon of the First/Second/Third Circle, Summon Elemental, and probably the ghost-summoning spells when they appear) are so powerful and flexible inherently, that they don't feel they can be balanced with a control spell effect.

    Of course, you can still choose one of them as a control spell, if this is just intended as an NPC or exercise in conversion, it just won't have special mechanical bonuses. My own headcanon is that the various summoning spells are actually probably the most common control spells among sorcerers,...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Note that there are other charms whose effects are called out as being crippling: Crippling Pressure-Point Strike, in Snake Style (Exalted, pp. 428-429) for example, and the Mastery effect of Caress of 1000 Hells, from Righteous Devil Style (Exalted, pp. 452-453) is also called out as being a crippling penalty. It's not all that uncommon....
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  • Kelly Pedersen
    replied to Help Me Make Dragon Armor
    I think your suggestion of diversity of abilities, upthread, has potential. The Dragon Armor definitely has a wider range of powers than I think I'd tend to associate with a more typical artifact, many of them not really linked to the themes of the magical materials they're built from. Non-First Age Artifice artifacts, even the high-dot-level ones, tend to be more focused.

    However, the wording in Arms of the Chosen's box on First Age Artifice specially calls out "power armor" as being an example (emphasis mine). To me, that suggests that the authors were thinking specifically...
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Kelly Pedersen
Kelly Pedersen
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